mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-29 23:22:01 +00:00
e0fe3c8dec
vulkan: fixed msaa vulkan: fixed some validation errors input: fixed bug with mwheel etc failing to register screenshot_360: default to vid width/height instead of assuming a megascreeny images: reworked Image_ResampleTexture to handle image formats in a more generic way console: toggle command now accepts two args to toggle the cvar between skyrooms: fixed a couple of bugs. x11-egl: should actually work now wayland: fixed up some omissions. still needs more work but should at least be somewhat tolerable now. server: be a little more friendly towards ktx server: added sv_use_dns cvar, to report reverse-dns instead of ip addresses. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5491 fc73d0e0-1445-4013-8a0c-d673dee63da5
536 lines
17 KiB
C
536 lines
17 KiB
C
//#include "glquake.h"
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#if defined(_WIN32)
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#define WIN32_LEAN_AND_MEAN
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#define VK_USE_PLATFORM_WIN32_KHR
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#define VKInstWin32Funcs VKFunc(CreateWin32SurfaceKHR)
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#elif defined(ANDROID)
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#define VK_USE_PLATFORM_ANDROID_KHR
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#define VKInstXLibFuncs VKFunc(CreateAndroidSurfaceKHR)
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#elif defined(__linux__)
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#ifndef NO_X11
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#define VK_USE_PLATFORM_XLIB_KHR
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#define VKInstXLibFuncs VKFunc(CreateXlibSurfaceKHR)
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#define VK_USE_PLATFORM_XCB_KHR
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#define VKInstXCBFuncs VKFunc(CreateXcbSurfaceKHR)
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#endif
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#ifdef WAYLANDQUAKE
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#define VK_USE_PLATFORM_WAYLAND_KHR
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#define VKInstWaylandFuncs VKFunc(CreateWaylandSurfaceKHR)
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#endif
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#elif defined(__FreeBSD__) || defined(__OpenBSD__)
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#define VK_USE_PLATFORM_XLIB_KHR
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#define VKInstXLibFuncs VKFunc(CreateXlibSurfaceKHR)
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#define VK_USE_PLATFORM_XCB_KHR
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#define VKInstXCBFuncs VKFunc(CreateXcbSurfaceKHR)
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#endif
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#define VK_NO_PROTOTYPES
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#include <../vulkan/vulkan.h>
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#if defined(_MSC_VER) && !defined(UINT64_MAX)
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#define UINT64_MAX _UI64_MAX
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#ifndef _UI64_MAX
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#define _UI64_MAX 0xffffffffffffffffui64
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#endif
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#endif
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#ifndef VKInstWin32Funcs
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#define VKInstWin32Funcs
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#endif
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#ifndef VKInstXLibFuncs
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#define VKInstXLibFuncs
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#endif
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#ifndef VKInstXCBFuncs
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#define VKInstXCBFuncs
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#endif
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#ifndef VKInstWaylandFuncs
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#define VKInstWaylandFuncs
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#endif
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#define VKInstArchFuncs VKInstWin32Funcs VKInstXLibFuncs VKInstXCBFuncs VKInstWaylandFuncs
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#ifdef VK_EXT_debug_utils
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#define VKDebugFuncs \
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VKFunc(SetDebugUtilsObjectNameEXT)
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#else
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#define VKDebugFuncs
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#endif
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//funcs needed for creating an instance
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#define VKInstFuncs \
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VKFunc(EnumerateInstanceLayerProperties) \
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VKFunc(EnumerateInstanceExtensionProperties) \
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VKFunc(CreateInstance)
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//funcs specific to an instance
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#define VKInst2Funcs \
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VKFunc(EnumeratePhysicalDevices) \
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VKFunc(EnumerateDeviceExtensionProperties) \
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VKFunc(GetPhysicalDeviceProperties) \
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VKFunc(GetPhysicalDeviceQueueFamilyProperties) \
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VKFunc(GetPhysicalDeviceSurfaceSupportKHR) \
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VKFunc(GetPhysicalDeviceSurfaceFormatsKHR) \
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VKFunc(GetPhysicalDeviceSurfacePresentModesKHR) \
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VKFunc(GetPhysicalDeviceSurfaceCapabilitiesKHR) \
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VKFunc(GetPhysicalDeviceMemoryProperties) \
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VKFunc(GetPhysicalDeviceFormatProperties) \
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VKFunc(GetPhysicalDeviceFeatures) \
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VKFunc(DestroySurfaceKHR) \
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VKFunc(CreateDevice) \
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VKFunc(DestroyInstance) \
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VKDebugFuncs \
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VKInstArchFuncs
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//funcs specific to a device
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#define VKDevFuncs \
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VKFunc(AcquireNextImageKHR) \
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VKFunc(QueuePresentKHR) \
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VKFunc(CreateSwapchainKHR) \
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VKFunc(GetSwapchainImagesKHR) \
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VKFunc(DestroySwapchainKHR) \
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VKFunc(CmdBeginRenderPass) \
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VKFunc(CmdEndRenderPass) \
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VKFunc(CmdBindPipeline) \
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VKFunc(CmdDrawIndexedIndirect) \
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VKFunc(CmdDraw) \
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VKFunc(CmdDrawIndexed) \
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VKFunc(CmdSetViewport) \
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VKFunc(CmdSetScissor) \
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VKFunc(CmdBindDescriptorSets) \
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VKFunc(CmdBindIndexBuffer) \
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VKFunc(CmdBindVertexBuffers) \
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VKFunc(CmdPushConstants) \
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VKFunc(CmdPushDescriptorSetKHR) \
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VKFunc(CmdClearAttachments) \
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VKFunc(CmdClearColorImage) \
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VKFunc(CmdClearDepthStencilImage) \
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VKFunc(CmdCopyImage) \
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VKFunc(CmdCopyBuffer) \
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VKFunc(CmdCopyImageToBuffer) \
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VKFunc(CmdCopyBufferToImage) \
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VKFunc(CmdBlitImage) \
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VKFunc(CmdPipelineBarrier) \
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VKFunc(CmdSetEvent) \
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VKFunc(CmdResetEvent) \
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VKFunc(CmdWaitEvents) \
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VKFunc(CreateDescriptorSetLayout) \
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VKFunc(DestroyDescriptorSetLayout) \
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VKFunc(CreatePipelineLayout) \
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VKFunc(DestroyPipelineLayout) \
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VKFunc(CreateShaderModule) \
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VKFunc(DestroyShaderModule) \
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VKFunc(CreateGraphicsPipelines) \
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VKFunc(DestroyPipeline) \
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VKFunc(CreatePipelineCache) \
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VKFunc(GetPipelineCacheData) \
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VKFunc(DestroyPipelineCache) \
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VKFunc(QueueSubmit) \
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VKFunc(QueueWaitIdle) \
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VKFunc(DeviceWaitIdle) \
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VKFunc(BeginCommandBuffer) \
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VKFunc(ResetCommandBuffer) \
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VKFunc(EndCommandBuffer) \
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VKFunc(DestroyDevice) \
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VKFunc(GetDeviceQueue) \
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VKFunc(GetBufferMemoryRequirements) \
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VKFunc(GetImageMemoryRequirements) \
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VKFunc(GetImageMemoryRequirements2KHR) \
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VKFunc(GetImageSubresourceLayout) \
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VKFunc(CreateFramebuffer) \
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VKFunc(DestroyFramebuffer) \
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VKFunc(CreateCommandPool) \
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VKFunc(ResetCommandPool) \
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VKFunc(DestroyCommandPool) \
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VKFunc(CreateDescriptorPool) \
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VKFunc(ResetDescriptorPool) \
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VKFunc(DestroyDescriptorPool) \
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VKFunc(AllocateDescriptorSets) \
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VKFunc(CreateSampler) \
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VKFunc(DestroySampler) \
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VKFunc(CreateImage) \
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VKFunc(DestroyImage) \
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VKFunc(CreateBuffer) \
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VKFunc(DestroyBuffer) \
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VKFunc(AllocateMemory) \
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VKFunc(FreeMemory) \
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VKFunc(BindBufferMemory) \
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VKFunc(BindImageMemory) \
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VKFunc(MapMemory) \
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VKFunc(FlushMappedMemoryRanges) \
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VKFunc(UnmapMemory) \
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VKFunc(UpdateDescriptorSets) \
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VKFunc(AllocateCommandBuffers) \
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VKFunc(FreeCommandBuffers) \
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VKFunc(CreateRenderPass) \
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VKFunc(DestroyRenderPass) \
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VKFunc(CreateSemaphore) \
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VKFunc(DestroySemaphore) \
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VKFunc(CreateFence) \
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VKFunc(GetFenceStatus) \
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VKFunc(WaitForFences) \
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VKFunc(ResetFences) \
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VKFunc(DestroyFence) \
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VKFunc(CreateImageView) \
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VKFunc(DestroyImageView)
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//all vulkan funcs
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#define VKFuncs \
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VKInstFuncs \
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VKInst2Funcs \
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VKDevFuncs \
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VKFunc(GetInstanceProcAddr)\
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VKFunc(GetDeviceProcAddr)
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#ifdef VK_NO_PROTOTYPES
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#define VKFunc(n) extern PFN_vk##n vk##n;
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VKFuncs
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#undef VKFunc
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#else
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// #define VKFunc(n) static const PFN_vk##n vk##n = vk##n;
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// VKFuncs
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// #undef VKFunc
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#endif
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#define vkallocationcb NULL
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#ifdef _DEBUG
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#define VkAssert(f) do {VkResult err = f; if (err) Sys_Error("%s == %s", #f, VK_VKErrorToString(err)); } while(0)
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#define VkWarnAssert(f) do {VkResult err = f; if (err) Con_Printf("%s == %s\n", #f, VK_VKErrorToString(err)); } while(0)
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#else
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#define VkAssert(f) f
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#define VkWarnAssert(f) f
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#endif
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typedef struct
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{
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struct vk_mempool_s *pool;
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VkDeviceMemory memory;
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size_t size;
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size_t offset;
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} vk_poolmem_t;
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typedef struct vk_image_s
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{
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VkImage image;
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vk_poolmem_t mem;
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VkImageView view;
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VkSampler sampler;
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VkImageLayout layout;
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uint32_t width;
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uint32_t height;
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uint32_t layers;
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uint32_t mipcount;
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uint32_t encoding;
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uint32_t type; //PTI_2D/3D/CUBE
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} vk_image_t;
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enum dynbuf_e
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{
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DB_VBO,
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DB_EBO,
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DB_UBO,
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DB_STAGING,
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DB_MAX
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};
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struct vk_rendertarg
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{
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VkCommandBuffer cbuf; //cbuf allocated for this render target.
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VkFramebuffer framebuffer;
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vk_image_t colour, depth, mscolour;
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image_t q_colour, q_depth, q_mscolour; //extra sillyness...
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uint32_t width;
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uint32_t height;
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uint32_t rpassflags;
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qboolean depthcleared; //starting a new gameview needs cleared depth relative to other views, but the first probably won't.
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VkRenderPassBeginInfo restartinfo;
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VkSemaphore presentsemaphore;
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qboolean firstuse;
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struct vk_rendertarg *prevtarg;
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};
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struct vk_rendertarg_cube
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{
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uint32_t size;
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image_t q_colour, q_depth; //extra sillyness...
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vk_image_t colour, depth;
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struct vk_rendertarg face[6];
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};
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#define VQ_RENDER 0
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#define VQ_PRESENT 1
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#define VQ_ALTRENDER 2
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#define VQ_ALTRENDER_COUNT 16
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#define VQ_COUNT 3
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extern struct vulkaninfo_s
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{
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unsigned short triplebuffer;
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qboolean vsync;
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qboolean allowsubmissionthread;
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qboolean khr_swapchain; //aka: not headless. we're actually rendering stuff!
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qboolean nv_glsl_shader; //we can load glsl shaders. probably missing lots of reflection info though, so this is probably too limited.
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qboolean khr_get_memory_requirements2; //slightly richer info
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qboolean khr_dedicated_allocation; //standardised version of the above where the driver decides whether a resource is worth a dedicated allocation.
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qboolean khr_push_descriptor; //more efficient descriptor streaming
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qboolean amd_rasterization_order; //allows primitives to draw in any order
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VkInstance instance;
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VkDevice device;
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VkPhysicalDevice gpu;
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VkSurfaceKHR surface;
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uint32_t queuefam[VQ_COUNT];
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uint32_t queuenum[VQ_COUNT];
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VkQueue queue_render;
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VkQueue queue_present;
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VkQueue queue_alt[1];
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VkPhysicalDeviceMemoryProperties memory_properties;
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VkCommandPool cmdpool;
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VkPhysicalDeviceLimits limits;
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#define ACQUIRELIMIT 8 //don't run more than this many frames behind
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VkSemaphore acquiresemaphores[ACQUIRELIMIT];
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VkFence acquirefences[ACQUIRELIMIT];
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uint32_t acquirebufferidx[ACQUIRELIMIT];
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unsigned int aquirenext;
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volatile unsigned int aquirelast; //set inside the submission thread
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VkPipelineCache pipelinecache;
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struct vk_fencework
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{
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VkFence fence;
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struct vk_fencework *next;
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void (*Passed) (void*);
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VkCommandBuffer cbuf;
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} *fencework, *fencework_last; //callback for each fence as its passed. mostly for loading code or freeing memory.
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int filtermip[3];
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int filterpic[3];
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int mipcap[2];
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float lodbias;
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float max_anistophy; //limits.maxSamplerAnistrophy
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struct vk_mempool_s
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{
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struct vk_mempool_s *next;
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uint32_t memtype;
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VkDeviceMemory memory;
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//FIXME: replace with an ordered list of free blocks.
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VkDeviceSize gaps;
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VkDeviceSize memoryoffset;
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VkDeviceSize memorysize;
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} *mempools;
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struct descpool
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{
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VkDescriptorPool pool;
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int availsets;
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int totalsets;
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struct descpool *next;
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} *descpool;
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struct dynbuffer
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{
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size_t flushed; //size already copied to the gpu
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size_t offset; //size written by the cpu (that might not yet be flushed)
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size_t size; //maximum buffer size
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size_t align;
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qboolean stagingcoherent;
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VkBuffer stagingbuf;
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VkDeviceMemory stagingmemory;
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VkBuffer devicebuf;
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VkDeviceMemory devicememory;
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VkBuffer renderbuf; //either staging or device. this is the buffer that we tell vulkan about
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void *ptr;
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struct dynbuffer *next;
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} *dynbuf[DB_MAX];
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struct vk_rendertarg *backbufs;
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struct vk_rendertarg *rendertarg;
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struct vkframe {
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struct vkframe *next;
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struct dynbuffer *dynbufs[DB_MAX];
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struct descpool *descpools;
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VkSemaphore acquiresemaphore;
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VkCommandBuffer *cbufs;
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size_t numcbufs;
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size_t maxcbufs;
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VkFence finishedfence;
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struct vk_frameend {
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struct vk_frameend *next;
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void (*FrameEnded) (void*);
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} *frameendjobs;
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struct vk_rendertarg *backbuf;
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} *frame, *unusedframes;
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struct vk_frameend *frameendjobs;
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uint32_t backbuf_count;
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#define RP_RESUME 0
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#define RP_DEPTHCLEAR 1 //
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#define RP_FULLCLEAR 2
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#define RP_DEPTHONLY 3 //shadowmaps (clears depth)
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#define RP_MULTISAMPLE (1u<<2)
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#define RP_PRESENTABLE (1u<<3)
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#define RP_FP16 (1u<<4)
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VkRenderPass renderpass[1u<<5];
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VkSwapchainKHR swapchain;
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uint32_t bufferidx;
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VkSampleCountFlagBits multisamplebits;
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VkFormat depthformat;
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VkFormat backbufformat;
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qboolean srgbcapable;
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qboolean neednewswapchain; //something changed that invalidates the old one.
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qboolean devicelost; //we seriously fucked up somewhere. or the gpu is shite.
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struct vkwork_s
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{
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struct vkwork_s *next;
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VkQueue queue;
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VkCommandBuffer cmdbuf;
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VkSemaphore semwait;
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VkPipelineStageFlags semwaitstagemask;
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VkSemaphore semsignal;
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VkFence fencesignal;
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struct vk_fencework *fencedwork;
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struct vkframe *present;
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} *work;
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void *submitthread;
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void *submitcondition;
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void (*dopresent)(struct vkframe *theframe);
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texid_t sourcecolour;
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texid_t sourcedepth;
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shader_t *scenepp_waterwarp;
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shader_t *scenepp_antialias;
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shader_t *scenepp_rescale;
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} vk;
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struct pipeline_s
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{
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struct pipeline_s *next;
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unsigned int permu:16; //matches the permutation (masked by permutations that are supposed to be supported)
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unsigned int flags:16; //matches the shader flags (cull etc)
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unsigned int blendbits; //matches blend state.
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VkPipeline pipeline;
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};
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uint32_t vk_find_memory_try(uint32_t typeBits, VkFlags requirements_mask);
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uint32_t vk_find_memory_require(uint32_t typeBits, VkFlags requirements_mask);
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void VK_DoPresent(struct vkframe *theframe);
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qboolean VK_Init(rendererstate_t *info, const char **sysextname, qboolean (*createSurface)(void), void (*dopresent)(struct vkframe *theframe));
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void VK_Shutdown(void);
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void VK_R_BloomBlend (texid_t source, int x, int y, int w, int h);
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void VK_R_BloomShutdown(void);
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qboolean R_CanBloom(void);
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struct programshared_s;
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struct programpermu_s;
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qboolean VK_LoadGLSL(struct programshared_s *prog, struct programpermu_s *permu, int ver, const char **precompilerconstants, const char *vert, const char *tcs, const char *tes, const char *geom, const char *frag, qboolean noerrors, vfsfile_t *blobfile);
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VkCommandBuffer VK_AllocFrameCBuf(void);
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void VK_Submit_Work(VkCommandBuffer cmdbuf, VkSemaphore semwait, VkPipelineStageFlags semwaitstagemask, VkSemaphore semsignal, VkFence fencesignal, struct vkframe *presentframe, struct vk_fencework *fencedwork);
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void VKBE_Init(void);
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void VKBE_InitFramePools(struct vkframe *frame);
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void VKBE_RestartFrame(void);
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void VKBE_FlushDynamicBuffers(void);
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void VKBE_Set2D(qboolean twodee);
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void VKBE_ShutdownFramePools(struct vkframe *frame);
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void VKBE_Shutdown(void);
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void VKBE_SelectMode(backendmode_t mode);
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void VKBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
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void VKBE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, unsigned int beflags);
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void VKBE_SubmitBatch(batch_t *batch);
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batch_t *VKBE_GetTempBatch(void);
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void VKBE_GenBrushModelVBO(model_t *mod);
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void VKBE_ClearVBO(vbo_t *vbo, qboolean dataonly);
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void VKBE_UploadAllLightmaps(void);
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void VKBE_DrawWorld (batch_t **worldbatches);
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qboolean VKBE_LightCullModel(vec3_t org, model_t *model);
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void VKBE_SelectEntity(entity_t *ent);
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qboolean VKBE_SelectDLight(dlight_t *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode);
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void VKBE_VBO_Begin(vbobctx_t *ctx, size_t maxsize);
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void VKBE_VBO_Data(vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray);
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void VKBE_VBO_Finish(vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem);
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void VKBE_VBO_Destroy(vboarray_t *vearray, void *mem);
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void VKBE_Scissor(srect_t *rect);
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void VKBE_BaseEntTextures(const qbyte *scenepvs, const int *sceneareas);
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struct vk_shadowbuffer;
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struct vk_shadowbuffer *VKBE_GenerateShadowBuffer(vecV_t *verts, int numverts, index_t *indicies, int numindicies, qboolean istemp);
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void VKBE_DestroyShadowBuffer(struct vk_shadowbuffer *buf);
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void VKBE_RenderShadowBuffer(struct vk_shadowbuffer *buf);
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void VKBE_SetupForShadowMap(dlight_t *dl, int texwidth, int texheight, float shadowscale);
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qboolean VKBE_BeginShadowmap(qboolean isspot, uint32_t width, uint32_t height);
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void VKBE_BeginShadowmapFace(void);
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void VKBE_DoneShadows(void);
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void VKBE_RT_Gen_Cube(struct vk_rendertarg_cube *targ, uint32_t size, qboolean clear);
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void VKBE_RT_Gen(struct vk_rendertarg *targ, uint32_t width, uint32_t height, qboolean clear, unsigned int flags);
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void VKBE_RT_Begin(struct vk_rendertarg *targ);
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void VKBE_RT_End(struct vk_rendertarg *targ);
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void VKBE_RT_Destroy(struct vk_rendertarg *targ);
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char *VK_VKErrorToString(VkResult err); //helper for converting vulkan error codes to strings, if we get something unexpected.
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qboolean VK_AllocatePoolMemory(uint32_t pooltype, VkDeviceSize memsize, VkDeviceSize poolalignment, vk_poolmem_t *mem);
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void VK_ReleasePoolMemory(vk_poolmem_t *mem);
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qboolean VK_AllocateImageMemory(VkImage image, qboolean dedicated, vk_poolmem_t *mem); //dedicated should normally be TRUE for render targets
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qboolean VK_AllocateBindImageMemory(vk_image_t *image, qboolean dedicated); //dedicated should normally be TRUE for render targets
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struct stagingbuf
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{
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VkBuffer buf;
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VkBuffer retbuf;
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vk_poolmem_t mem;
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size_t size;
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VkBufferUsageFlags usage;
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};
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vk_image_t VK_CreateTexture2DArray(uint32_t width, uint32_t height, uint32_t layers, uint32_t mips, uploadfmt_t encoding, unsigned int type, qboolean rendertarget, const char *debugname);
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void set_image_layout(VkCommandBuffer cmd, VkImage image, VkImageAspectFlags aspectMask, VkImageLayout old_image_layout, VkAccessFlags srcaccess, VkPipelineStageFlagBits srcstagemask, VkImageLayout new_image_layout, VkAccessFlags dstaccess, VkPipelineStageFlagBits dststagemask);
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void VK_CreateSampler(unsigned int flags, vk_image_t *img);
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void *VKBE_CreateStagingBuffer(struct stagingbuf *n, size_t size, VkBufferUsageFlags usage);
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VkBuffer VKBE_FinishStaging(struct stagingbuf *n, vk_poolmem_t *memptr);
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void *VK_FencedBegin(void (*passed)(void *work), size_t worksize);
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void VK_FencedSubmit(void *work);
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void VK_FencedCheck(void);
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void *VK_AtFrameEnd(void (*passed)(void *work), void *data, size_t worksize);
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void VK_Draw_Init(void);
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void VK_Draw_Shutdown(void);
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void VK_UpdateFiltering (image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float lodbias, float anis);
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qboolean VK_LoadTextureMips (texid_t tex, const struct pendingtextureinfo *mips);
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void VK_DestroyTexture (texid_t tex);
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void VK_DestroyVkTexture (vk_image_t *img);
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void VK_R_Init (void);
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void VK_R_DeInit (void);
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void VK_R_RenderView (void);
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char *VKVID_GetRGBInfo (int *bytestride, int *truevidwidth, int *truevidheight, enum uploadfmt *fmt);
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qboolean VK_SCR_UpdateScreen (void);
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void VKBE_RenderToTextureUpdate2d(qboolean destchanged);
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VkRenderPass VK_GetRenderPass(int pass);
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//improved rgb get that calls the callback when the data is actually available. used for video capture.
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void VKVID_QueueGetRGBData (void (*gotrgbdata) (void *rgbdata, qintptr_t bytestride, size_t width, size_t height, enum uploadfmt fmt));
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